Essentially every time you render to the picture viewer C4D starts at the first frame in your project and calculates all animation up to the point in time it needs to render. This however becomes a burden whenever simulations or expressions etc are turned on as it needs to consider all the frames prior. Even without hair dynamics it still needs to map that initial hairs on the first cram and then maintain the interpolation consistently as the scene animates and objects deform.

Also a sine massive hair object is inefficient. Hair generation is not multithreaded for a single hair object, but, C4D is intelligent to send each hair object to an individual ore seeing a significant boost in hair generation speed if you split up your hair wisely.

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Essentially every time you render to the picture viewer C4D starts at the first frame in your project and calculates all animation up to the point in time it needs to render. This however becomes a burden whenever simulations or expressions etc are turned on as it needs to consider all the frames prior. Even without hair dynamics it still needs to map that initial hairs on the first cram and then maintain the interpolation consistently as the scene animates and objects deform.

Considering I need to render 4-8K frames of specific keyframes for the client, editor renders could be tricky.

Originally Posted by LucentDreams:
Also a sine massive hair object is inefficient. Hair generation is not multithreaded for a single hair object, but, C4D is intelligent to send each hair object to an individual ore seeing a significant boost in hair generation speed if you split up your hair wisely.

It is not a massive hair object at all. It is several Hair objects generating maybe 150 total hairs combined.

Not noticing cores being split--even with a few hair objects. Only one core was at full capacity--the rest were doing (well, effectively) nothing. But thanks. Answers my question at least.

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